5th_Barone Posted March 3, 2017 Posted March 3, 2017 (edited) I was on WOL server and I got this situation: https://youtu.be/IJg_SkCXPb8 As you see the Yak don't have a clear shooting line and tracers seems not even get close to my plane. However I'm hit two times, the first time I vent and the second one my engine is damaged. At first I thought it was a problem of damage model but then some people tells me that could be a problem of desync between the players. I usually have a ping under 100 and never experienced lag problems. it's really a problem of dysinc or a different one? A server side problem? A game problem? Thanks in advance for reply. Edited March 3, 2017 by 5th_Barone
216th_Jordan Posted March 3, 2017 Posted March 3, 2017 The problem is indeed due to latency. The tracers display incorrectly on your side because all the actions of the LaGG have a time delay to their representation, thats why it looks like he is shooting behind you while he is actually hitting you. Its not too far off though, in CFS 3 you could fly behind your target and shoot it and in the targets pc you were actually infront of him and he was shooting you too
5th_Barone Posted March 3, 2017 Author Posted March 3, 2017 so it's a desync problem. it's a game problem or a server one?
Scojo Posted March 3, 2017 Posted March 3, 2017 (edited) so it's a desync problem. it's a game problem or a server one? There's a difference between desync and latency. Desync is a mixup or complete drop of packets in the communication between server and client. Latency isn't a packet mixup, but rather packets arriving and sending slower than desired. A good way to understand desync this is to watch old gameplay of Path of Exile. That game had bad desync. What you have in your case is just latency. Now whether there's extra latency caused by a game defect is up for discussion, but most likely it was just a momentary latency jump due to your ISP or some unkown reason I notice this a lot in my flight records as well. It could also have to do with how flight records are made Edited March 3, 2017 by 71st_AH_Scojo
5th_Barone Posted March 3, 2017 Author Posted March 3, 2017 Desync is a mixup or complete drop of packets in the communication between server and client. Latency isn't a packet mixup, but rather packets arriving and sending slower than desired. Thanks for your explanation. I notice this a lot in my flight records as well. It could also have to do with how flight records are made . Not this time. I immediately saw it while I was playing and that's way I watched the track (every time I fly I record the sortie).
=TBAS=Sshadow14 Posted March 3, 2017 Posted March 3, 2017 YOU CANNOT Use the ingame recorder to compare lag and accuracy of netcode or synching.The recorder even in Single player missions lack the requires accuracy and AI shooting AI will show mis alinged shots and so on.You have to remeber they are NOT videos but data files that Recreate and re render the entire game when you watch it.Everything SLIGHT Difference can be from 1 veiwing to the next.
5th_Barone Posted March 4, 2017 Author Posted March 4, 2017 YOU CANNOT Use the ingame recorder to compare lag and accuracy of netcode or synching. The recorder even in Single player missions lack the requires accuracy and AI shooting AI will show mis alinged shots and so on. You have to remeber they are NOT videos but data files that Recreate and re render the entire game when you watch it. Everything SLIGHT Difference can be from 1 veiwing to the next. I can assure you that in game was exactly the same. i wouldn't be back watching and recording the track if I wouldn't be sure of that.
=TBAS=Sshadow14 Posted March 4, 2017 Posted March 4, 2017 Thats what i mean there is no way it can be the same..Even with 10ms ping and no Dsync Every time you replay the files its SLIGHTLY Different..The planes position in space is not measured down to the centimeter.Even recording from single player or test mission with 0 lag show difference every time you watch them.Same goes for World of tanks, War thunder, Armored Warfare Recording systems (cannot be used for any sort of accurate testing or comparison due to pathing and so on.
5th_Barone Posted March 4, 2017 Author Posted March 4, 2017 Ok but one thing is 10 cm of difference, another is 10 meters. One thing is microlag due to normal multiplayer stuff. Another thing is see the bandit in a total different position that brakes completely you SA.
=TBAS=Sshadow14 Posted March 4, 2017 Posted March 4, 2017 (edited) Ok but one thing is 10 cm of difference, another is 10 meters. One thing is microlag due to normal multiplayer stuff. Another thing is see the bandit in a total different position that brakes completely you SA. i understand the lag point and not talking about that :D Just meaning if you planes recorded heading (or enemy) was say 180* when fired @ you Then game play this back now nose is 2cm to the left so 179.3* or something over 250m this is about 4m off target :D Like looking at the moon through telescope @ high zoom where 0.2mm vibration on earth means scope moves over 5km on the moon surface Edited March 4, 2017 by =R4T=Sshadow14
1PL-Husar-1Esk Posted March 4, 2017 Posted March 4, 2017 (edited) I think in most cases it's replay problem and observer problem to, you can check that by observing duels on Berloga server - where you can find dozens of similar situation, but players are not complaying in same time.... but to you observing hits that can't be made... In example below i had no network problem and i had ~40 ping Edited March 4, 2017 by 307_Tomcat
1PL-Husar-1Esk Posted March 4, 2017 Posted March 4, 2017 (edited) What i see sometimes which wories me is case of "Event horizon resolving" it's happing when i just pass below 9.5 draw distance mark and start reciving packets with planes dogfighting, and in very begining when i observe them on full zoom they move around like ufo jumping to proper positions, eventually settleing and start obey gravity laws. Devs could change that by start sending packet with planes vectores to me before i pass 9,5 mark. Edited March 4, 2017 by 307_Tomcat
=TBAS=Sshadow14 Posted March 5, 2017 Posted March 5, 2017 Thats normal and perfectly fine as at that range you do not need accurate info on their positions and this majorly cuts down on server load.I mean @ 9.5km does it matter if planes doing square loops (while it looks odd it leaves headroom in server ticks for actual dog fighting and so on.
1PL-Husar-1Esk Posted March 5, 2017 Posted March 5, 2017 "Thats normal and perfectly fine" - no it's not, it's a limitation, which would be lifted up by drawing distance increase. BTW getting advantage in position before fight is the most important preparation that can give winning.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now